Files
2026-07-13 13:13:17 +08:00

183 lines
5.4 KiB
HLSL

// This shader is directly ported
// from lomateron's excellent "Simple detailed fluid": https://www.shadertoy.com/view/sl3Szs
#include "shared/hash-functions.hlsl"
#include "shared/point.hlsl"
#include "shared/quat-functions.hlsl"
cbuffer ParamConstants : register(b0)
{
float2 MousePos;
float MousePressed;
float TriggerReset;
float2 Gravity; //4
float BorderStrength;
float MassAttraction;
float ApplyFxTexture; // 8
float FxRG_Acceleration; // 9
float FxB_Mass; // 10
float SpeedFactor; // 11
float StabilizeFactor; // 12
float ResetFillFactor;
float MouseClick_Force;
float MouseClick_Fill;
}
sampler texSampler : register(s0);
Texture2D<float4> FxTexture : register(t0);
RWTexture2D<float4> BufferA : register(u0);
RWTexture2D<float4> BufferB : register(u1);
RWTexture2D<float4> BufferBRead : register(u2);
RWTexture2D<float4> ColorOutput : register(u3);
static const int MaxSteps = 2;
[numthreads(32,32,1)]
void main1(uint3 DTid : SV_DispatchThreadID)
{
uint width, height;
BufferB.GetDimensions(width, height);
if(DTid.x >= width || DTid.y >= height)
return;
float2 resolution = float2(width, height);
float2 uv = DTid.xy / resolution;
float4 a = BufferB[DTid.xy];
float2 velocity = a.xy; //fluid velocity
float border = BorderStrength;
float borderWidth = 0.05;
velocity +=Gravity //gravity
+float(uv.x < borderWidth)*float2(1,0)*border //wall
+float(uv.y < borderWidth)*float2(0,1)*border //wall
-float(uv.x > 1 - borderWidth)*float2(1,0)*border //wall
-float(uv.y > 1 - borderWidth)*float2(0,1)*border; //wall
float s = 0;
//float maxSteps = 3; // maxStepsernel convolution size
for(float i=-MaxSteps; i<=MaxSteps; ++i)
{
for(float j=-MaxSteps; j<=MaxSteps; ++j)
{
float2 c = -velocity + float2(i,j) ; // translate the gaussian 2Dimage using the velocity
s += exp(-dot(c,c)); // calculate the gaussian 2Dimage
}
}
if(s==0.){ s = 1.; } // avoid division by zero
s = 1./s;
BufferA[DTid.xy] = float4(velocity, s,1) ; // velocity in .xy
// convolution normalization in .z
}
[numthreads(32,32,1)]
void main2(uint3 DTid : SV_DispatchThreadID)
{
uint width, height;
BufferA.GetDimensions(width, height);
if(DTid.x >= width || DTid.y >= height)
return;
float2 uv = DTid.xy / float2(width,height);
float4 o = 0;
//int steps = 3;
int2 d =0; // kernel convolution size
for(d.x=-MaxSteps; d.x<=MaxSteps; ++d.x)
{
for(d.y=-MaxSteps; d.y<=MaxSteps; ++d.y)
{
int2 p = DTid.xy + d;
p=max(0, min(p, int2(width,height)-1));
float4 a = BufferBRead[p]; // old velocity in a.xy, mass in a.z
float4 b = BufferA[p]; // new velocity in b.xy, normalization of convolution in .z
float2 c = -b.xy - d; // translate the gaussian 2Dimage
float s = a.z*exp(-dot(c,c))*b.z; // calculate the normalized gaussian 2Dimage multiplied by mass
float2 e = c*(a.z- MassAttraction - 0.2); // fluid expands or attracts itself depending on mass
o.xy += s*(b.xy+e); // sum all translated velocities
o.z += s; // sum all translated masses
}
}
float tz = 1./o.z;
if(o.z==0.){ tz = 0.; } // avoid division by zero
o.xy *= tz; // calculate the average velocity
// Clear Edge to avoid artifacts
uint edgeWidth = 1;
if(DTid.x <= edgeWidth
|| DTid.x >= width - edgeWidth
|| DTid.y <= edgeWidth
|| DTid.y >= height - edgeWidth )
{
o.rgb= 0;
}
// Apply FX Texture
float4 fx = FxTexture.SampleLevel(texSampler, uv,0);
o.b += fx.b * FxB_Mass * ApplyFxTexture * fx.a;
o.xy += (fx.xy -0.5) * FxRG_Acceleration * ApplyFxTexture * fx.a;
o.xy *= SpeedFactor;
// Stabilize at one
float f = StabilizeFactor -1;
o.z *= o.z < 1 ? 1 +f : 1-f;
// Apply force effects
if(MousePressed > 0.5)
{
float2 m = 3.*(uv-.5);
float2 m2 = 8.*(uv- MousePos);
m2.x *= (float)width/height;
o += float4(m2,0,0)*.4*exp(-dot(m2,m2)) * MouseClick_Force;
o.z += smoothstep(1,0, length(m2) ) * MouseClick_Fill;
//o += float4(0, 0, length(m2),0) * MouseClick_Fill;
}
if(TriggerReset > 0.5) {
ColorOutput[DTid.xy]= float4(1,1,0,1);
float2 m = 3.*(uv-.5);
o = float4(0,1,1,1)*exp(-dot(m,m)) * ResetFillFactor;
o.xy = m*1;
BufferB[DTid.xy] = o;
}
//o.a = 1;
BufferB[DTid.xy] = o;
// Write color output
float4 a = BufferB[DTid.xy];
float4 c = a.z*(+sin(a.x*4.+float4(1,3,5,4))*.2
+sin(a.y*4.+float4(1,3,2,4))*.2+.6);
c.a=1;
ColorOutput[DTid.xy]= c;
///-------
{
float2 p = 0.5;
float2 m2 = 8.*(uv- p);
float2 pp = uv- MousePos;
float k = smoothstep(1,0, 8 * length(pp) );
}
}